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I have had some success creating building assets by taking a screenshot of a building whose facade I wish to have, placing the screenshot as a texture in my local textures files and then creating a block in game with the texture. Problem, of course, is that the “facade” appears in the six faces of the cube. A roof is needed at the very least to cover the top.
I use some of the garage props to create simple residential roofs and have also imported roof tile textures to use with the traps angular shaped prisms.
This works reasonably well in game, but is time-consuming and Is far from perfect looking.
Another strategy is to combine two assets into one. One asset might have a gable and roof that can be placed over the original structure. Or a bay window that can be added to a building with a flat facade.
Last night I experimented with taking customization to the next level by creating (in game) a custom texture map for a vanilla asset using local textures.
First thing I did was to create a rough basic texture map (using the 2D PO square template) for the asset by find out what parts of the texture map represented different parts of the building.
Then I recreated the texture map (again in game), using my local textures for various parts of the building. Then I took a screenshot in game, then moved the screenshot back into the textures file, returned to the game screen and applyied it to the vanilla asset. (Hit “refresh” to bring in the new texture added to,the file)
Time consuming and not entirely precise, but it worked surprisingly well in a rough way. I need to work on adjusting the “map”, and perfecting the resolutions and brightness for some textures. But it did result in a “new” asset using the form of the vanilla asset.
With this capability, as long as I have a base asset in the right shape, I should be able to “change textures” for any building in the game.
Don’t know how much memory this is going to demand, so it might be self-limiting.